Armor and Weapon Crafting

Armor Crafting

Players and non-player characters can craft
armor, if they have the proper skills, the required materials, the
correct tools and a workspace to apply their ability.
Unlike how it seems in the base rules, armor is not
available off the rack like going
to a clothing store today -- it must be crafted to the measurements
of the person who will wear it, and then time will be needed to
create the armor. For these rules we assume that raw materials are
immediately available if you are an established Armorer in a town
or city, with perhaps some delay (and likely DOUBLE cost) if you
are a traveling journeyman or wandering adventurer.

In general, assume that NPC journeymen Armorers
have a skill of 25 and master Armorers have a skill of 55.
It will be the rare NPC that approaches a skill of
80.

Armor

Materials

Time

Quilted Leather

3CC

8 hours

Leather Armor

4CC

1 day

Ringed Leather

40CC

11 days

Bezainted Leather

50CC

13 days

Jazeraint Armor

65CC

23 days

Brigandine Armor

70CC

32 days

Chainmail

300CC

180 days

Plate Mail

420CC

357 days

Plate Armor

540CC

729 days

Elven Lamellar*

20CC

19 days

Dwarven Chainmai*

350CC

210 days

Dwarven Plate Mail*

490CC

415 days

Dwarven Plate Armor*

630CC

851 days

*non-human manufacture in appropriate locations,
included for completeness

Helmets

Materials

Time

Cloth Hat

5b

1 hour

Leather Helm

2CC

3 hours

Metal Helm

15CC

3 days

Full Helm

45CC

9 days

Elven Battlehelm*

6CC

2 days

Dwarven Warhelm*

65CC

12 days

*non-human manufacture in appropriate locations,
included for completeness

Shields

Materials

Time

Buckler

3CC

4 hours

Small Shield

6CC

6 hours

Banded Shield

22CC

3 days

Metal Shield

70CC

9 days

Dwarven Tower Shield*

90CC

12 days

*non-human manufacture in appropriate locations,
included for completeness

Material cost and time for armor and helmets
will be modified by the weight of the person the armor is
for:

Weight Range

Modifier

Weight Range

Modifier

85-109#

-30%

186-210#

+10%

110-134#

-20%

211-240#

+20%

135-159#

-10%

241-265#

+30%

160-185#

As priced

266-300#

+40%

EXAMPLE - A 250# character needs a suit of
Chainmail made for them. It will cost 390CC for the
materials and take 234 days to create it.

When armor or helmets are created, roll 2d10 on
the following crafting table to determine quality. To
this roll subtract Armorer EL/10 (round up) and add AV*2 for armors
and helmets or AV/3 (round down):

0 or less

1 to 4

5 to 11

12 to 16

17 to 20

21 or more

Superior

Fine

Good

Fair

Poor

Junk

Superior armor has 40% more DV, and can sell
for 20% more. Fine armor has 20% more DV and can sell
for 10% more. Fair armor has 20% less DV and sells for
10% less, poor armor has 40% less DV and sells for 20% less.
For shields, substitute AV for DV.

A result of
Junk indicates that the Armorer
screwed up and loses 1d6x10% of his material (as well as his
time).

Armorers may trade time for quality, adding 50%
to the crafting time for a -4 to the crafting roll. Likewise, they
may risk quality for time, taking 66% of the normal time for a +4
to the crafting roll.

Weapon Crafting

Armorers can also create weapons as well as
armor. However, since weapons are more
generic there is a chance that
they are available for immediate purchase (90% for cultural
weapons, 30% for similar weapons, 10% for other weapons if used by
neighboring trade partner and 1% otherwise for weapons), roll until
failure. If weapons created by other races are
available in the region, use ONE-FIFTH the base percentage.
Ammunition is always available for cultural ranged
weapons and 50% available for trade partner weapons.

EXAMPLE - A group in Caldo has an 90% chance to
immediately purchase Short Swords, Pikes and Javelins. They have a
30% chance to purchase some other sword, polearm or spear weapon
and a 10% chance for Bows, Daggers and Axes due to trade partners.
All weapons have a 1% chance. He may
attempt to purchase Short Swords for his party, rolling for each
purchase until he rolls a 91 or higher. If he wanted to purchase
Dwarven axes, his chance for immediately available weapons is
2%.

All other rules regarding materials and armorer
skill as specified for Armor applies toward weapons as
well.

For bows the skill is Bowyer (EL20 for
journeymen, EL40 for masters). For arrows, quarrels or
bolts the skill is Fletcher (EL20 for journeymen, EL40 for
masters).

Daggers

Materials

Time

Throwing Dagger

15b

7 hours

Fighting Dagger

6CC

2 days

Secret Knife

2CC

1 day

Elven Throwing Knife*

2CC

2 days

Elven Estoc*

7CC

4 days

NOTE - *non-human manufacture in appropriate locations,
included for completeness

Swords

Materials

Time

Short Sword

9CC

4 days

Sword

12CC

5 days

Broadsword

24CC

15 days

Bastard Sword

33CC

20 days

Greatsword

48CC

41 days

Scimitar

12CC

7 days

Talwar

18CC

16 days

Dueling Foil

6CC

3 days

Sword Cane

11CC

5 days

Elven Rapier*

21CC

60 days

NOTE - *non-human manufacture in appropriate locations,
included for completeness

Axes

Materials

Time

Throwing Axe

8CC

2 days

Hand Axe

10CC

3 days

Axe

20CC

6 days

Battleaxe

30CC

11 days

Dwarven Axe*

26CC

8 days

Dwarven War Axe*

40CC

15 days

NOTE - *non-human manufacture in appropriate locations,
included for completeness

Polearms

Materials

Time

Glaive

20CC

3 days

Halberd

36CC

7 days

Pike

18CC

4 days

Spears

Materials

Time

Spear

8CC

2 days

Javelin

3CC

8 hours

Lance

25b

7 hours

Heavy Lance

12CC

4 days

Elven Spear*

9CC

3 days

NOTE - *non-human manufacture in appropriate locations,
included for completeness

Maces

Materials

Time

Club

4CC

3 hours

Mace

25CC

3 days

Great Hammer

50CC

8 days

Staves

Materials

Time

Quarterstaff

6CC

5 hours

Warstaff

12CC

1 day

Flails

Materials

Time

Flail

22CC

3 days

Ball & Chain

40CC

5 days

Other Weapons

Materials

Time

Sap

12b

2 hours

Cestus

9b

4 hours

Heavy Cestus

18b

1 day

Bullwhip

6b

2 hours

Cat of Nine Tails

14b

4 hours

Knout

2CC

8 hours

Lash

2b

1 hour

Infantry Caltrops (10)

6CC

3 hours

Cavalry Caltrops (10)

12CC

6 hours

Bows & Arrows

Materials

Time

Bow

6CC

7 days

Longbow

10CC

12 days

Shortbow

4CC

5 days

Composite Bow

9CC

16 days

Arrows (10)

15b

5 hours

Elven Selfbow*

8CC

21 days

Elven Arrow (10)*

16b

8 hours

NOTE - *non-human manufacture in appropriate locations,
included for completeness

Crossbows & Bolts

Materials

Time

Light Crossbow

7CC

3 days

Heavy Crossbow

12CC

6 days

Arbalest

20CC

9 days

Quarrels (20)

3CC

9 hours

Arbalest Bolts (5)

4CC

1 day

Dwarven Rep. Crossbow*

18CC

11 days

Dwarven Rep. Stonebow*

18CC

11 days

Rep. Crossbow Darts (5)*

3b

1 hour

Rep. Stonebow Pellets (5)

6b

1 hour

NOTE - *non-human manufacture in appropriate locations,
included for completeness

Slings

Materials

Time

Sling

3b

1 hour

Handle Sling

15b

6 hours

Sling Balls (10)

12b

2 hours

When weapons are created, roll 2d10 on the
following crafting table to determine quality. To this
roll subtract Armorer EL/10 (round up) and add WSB*2:

-2 or less

-1 to 1

3 to 9

10 to 14

15 to 18

19 or more

Superior

Fine

Good

Fair

Poor

Junk

Superior weapons have 40% more FV (round up),
and can sell for 25% more. Fine weapons have 20% more
FV and can sell for 10% more. Fair weapons have 20%
less FV and sell for 10% less, poor weapons have 40% less FV and
can sell for 25% less.

Alternately, Superior weapons may have +1 WSB
instead of increased FV and may sell for 50% above normal
price.

A result of
Junk indicates that the Armorer
screwed up and loses 1d6x10% of his material (as well as his
time).

Armorers may trade time for quality, adding 50%
to the crafting time for a -4 to the crafting roll. Likewise, they
may risk quality for time, taking 66% of the normal time for a +4
to the crafting roll.